{$CLEO .cs}
0000:
0AC7: 0@ = var 0@ pointer
0AC6: 0@ = label @label pointer
       $Strangers_and_freaks_mission_completed
    const
       model_name=0@ 
       npc=  19@
       target_model_name = 18@
       target_npc=16@
    end
     target_npc=#MALE01
     target_model_name=#HUNTLEY
     model_name=#COPCARVG
     if  0583:   player $PLAYER_CHAR in_zone 'LA'
     then model_name=#COPCARLA
     end
     if  0583:   player $PLAYER_CHAR in_zone 'sf'
     then model_name=#COPCARSF
     end
     if  0583:   player $PLAYER_CHAR in_zone 've'
     then model_name=#COPCARVG
     end     
         0209: 28@ = random_int_in_ranges 0 10
         if 28@ == 0 
         then  target_model_name=#HUNTLEY
         end
         if 28@ == 1 
         then  target_model_name=#STAFFORD
         end
         if 28@ == 2 
         then  target_model_name=#STALLION
         end
         if 28@ == 3 
         then  target_model_name=#INFERNUS
         end
         0209: 28@ = random_int_in_ranges 0 10
         if 28@ == 0 
         then  target_model_name=#BMYPIMP
         end
         if 28@ == 1 
         then  target_model_name=#WMYCLOT
         end
         if 28@ == 2 
         then  target_model_name=#WMYMECH
         end
         if 28@ == 3 
         then  target_model_name=#OMONOOD
         end
    while true
    wait 0
    model.Load(model_name) 
    model.Load(#LAPD1) 
    model.Load(#COLT45) 
    model.Load(#TEC9) 
    model.Load(#AK47) 
    model.Load(#COLT45) 
    model.Load(#CHROMEGUN) 
    model.Load(target_model_name) 
    model.Load(target_npc) 
              
        if and
        model.Available(model_name )
        model.Available(target_model_name )
        model.Available(target_npc )
        model.Available(#LAPD1 )
        model.Available(#COLT45 )
        model.Available(#CHROMEGUN )
        model.Available(#TEC9 )
        model.Available(#AK47 ) 
        then break
        end
    end 
    0208: 29@ = random_float_in_ranges -100.2 100.2
    0208: 30@ = random_float_in_ranges -100.2 100.2
    0208: 31@ = random_float_in_ranges -1.0 -1.0 
    04C4: store_coords_to 25@ 26@ 27@ from_actor player1 with_offset  29@ 30@ 31@
    02C1: store_to 22@ 23@ 24@ car_path_coords_closest_to 25@ 26@ 27@

    10@ = car.Create(model_name,  22@, 23@ ,24@)
    car.Health(10@)=10000
    0397: enable_car 10@ siren 1
    car.SetMaxSpeed(10@,100.0)
    00AE: set_car 10@ traffic_behaviour_to 2
    09C4: set_car 10@ gas_tank_explosion_enabled 0
    car.SetToPsychoDriver(10@)
    1@=actor.CreateAsDriver(6,#LAPD1,10@)
    2@=actor.CreateAsPassenger(6,#LAPD1,10@,0)
    3@=actor.CreateAsPassenger(6,#LAPD1,10@,0)
    4@=actor.CreateAsPassenger(6,#LAPD1,10@,0)
    0085: npc = 1@ // (int)
    gosub @cop_Stat
    0085: npc = 2@ // (int)
    gosub @cop_Stat
    0085: npc = 3@ // (int)
    gosub @cop_Stat
    0085: npc = 4@ // (int)
    gosub @cop_Stat
    actor.GiveWeaponAndAmmo(1@,pistol,999999)
    actor.GiveWeaponAndAmmo(2@,pistol,999999)
    actor.GiveWeaponAndAmmo(3@,shotgun,999999)
    actor.GiveWeaponAndAmmo(4@,shotgun,999999)
    11@=car.Create( target_model_name , 22@, 23@ ,24@)
    car.Health(11@)=5000 
    car.SetMaxSpeed(11@,100.0)
    00AE: set_car 11@ traffic_behaviour_to 2
    09C4: set_car 11@ gas_tank_explosion_enabled 0    
    car.SetToPsychoDriver(11@)
    5@=actor.CreateAsDriver(20,#LAPD1,11@)
    6@=actor.CreateAsPassenger(20,#LAPD1,11@,0)
    7@=actor.CreateAsPassenger(20,#LAPD1,11@,0)
    8@=actor.CreateAsPassenger(20,#LAPD1,11@,0)    
    0085: npc = 5@ // (int)
    gosub @bad_boy_Stat
    0085: npc = 6@ // (int)
    gosub @bad_boy_Stat
    0085: npc = 7@ // (int)
    gosub @bad_boy_Stat
    0085: npc = 8@ // (int)
    gosub @bad_boy_Stat
    actor.GiveWeaponAndAmmo(5@,pistol,999999)
    actor.GiveWeaponAndAmmo(6@,tec9,999999)
    actor.GiveWeaponAndAmmo(7@,ak47,999999)
    actor.GiveWeaponAndAmmo(8@,shotgun,999999)
    07F8: car 10@ follow_car 11@ radius 55555.0

    while true 
    wait 0
    
    end
:cop_Stat          
if  is_actor_defined  npc
then        
             // actor.Angle(npc ) =  
              actor.Health( npc ) =  350
              0446: set_actor npc dismemberment_possible 0
              07FE: set_actor npc fighting_style_to 5 moves 6
              0946: set_actor npc actions_uninterupted_by_weapon_fire 0
             // actor.GiveWeaponAndAmmo( npc, pistol ,9999999)
              actor.WeaponAccuracy(npc)= 60
            //  081A: set_actor npc weapon_skill_to 3
              //04D8: set_actor npc drowns_in_water 1
              //actor.SetWalkStyle( npc ,"player")    
              09B5: set_actor npc signal_after_kill 0   
             // 060B: set_actor npc decision_maker_to wave_decision_maker
             // set_char_ignore_damage_anims npc wave_noanims
              03FE: set_actor npc money 0
              07DD: set_actor npc attack_rate 70 // previously known as temper_to

                077A:  npc acquaintance 3 to_actors_pedtype 0 // see ped.dat
                077A:  npc acquaintance 3 to_actors_pedtype 1 // see ped.dat
                077A:  npc acquaintance 1 to_actors_pedtype 6 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 8 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 4 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 5 // see ped.dat  
                077A:  npc acquaintance 4 to_actors_pedtype 20 // see ped.dat  
end
return  

:bad_boy_Stat          
if  is_actor_defined  npc
then        
             // actor.Angle(npc ) =  
              actor.Health( npc ) =  400
              0446: set_actor npc dismemberment_possible 0
              07FE: set_actor npc fighting_style_to 7 moves 6
              0946: set_actor npc actions_uninterupted_by_weapon_fire 1
             // actor.GiveWeaponAndAmmo( npc, pistol ,9999999)
              actor.WeaponAccuracy(npc)= 60
            //  081A: set_actor npc weapon_skill_to 3
              //04D8: set_actor npc drowns_in_water 1
              //actor.SetWalkStyle( npc ,"player")    
              09B5: set_actor npc signal_after_kill 0   
             // 060B: set_actor npc decision_maker_to wave_decision_maker
             // set_char_ignore_damage_anims npc wave_noanims
              03FE: set_actor npc money 0
              07DD: set_actor npc attack_rate 70 // previously known as temper_to

                077A:  npc acquaintance 3 to_actors_pedtype 0 // see ped.dat
                077A:  npc acquaintance 3 to_actors_pedtype 1 // see ped.dat
                077A:  npc acquaintance 4 to_actors_pedtype 6 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 8 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 4 // see ped.dat 
                077A:  npc acquaintance 3 to_actors_pedtype 5 // see ped.dat  
                077A:  npc acquaintance 1 to_actors_pedtype 20 // see ped.dat  
end
return 